Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Player X has left the game...
Player X has left the game...
Aug 24 2009, 8:54 pm
By: Wormer
Pages: 1 2 3 >
 

Aug 24 2009, 8:54 pm Wormer Post #1



NOTE: I'm just not sure if this will work with hyper triggers (at the very end of the triggers list, of course).

Quote from Triggers
dcIamHere = "Cave"
dcMessage = "Cave-in"

Set up a bit in the current player's DC


Detect gone players


Display message

Quote from Macro Triggers
FORCE AllPlayers = @F("All Players") // A walkaround against MT bug
UNIT dcIamHere = @U("Cave")
UNIT dcMessage = @U("Cave-in")

Set up a bit in the current player's DC


Detect gone players


Display message

Quote from SCMD Triggers
Set up a bit in the current player's DC


Detect gone players


Display message


Post has been edited 5 time(s), last time on Aug 25 2009, 12:10 pm by Wormer. Reason: Don't pay attention at my rubbish...



Some.

Aug 24 2009, 10:48 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

All players
Always
Set DC to 1 for current player
preserve

p1-p8
always
set DC to 0 for player 2+ (for player 1)
set DC to 0 for player 3+ (for player 2) etc...
preserve

I'm not familiar with your notation (macrotriggers I assume), but mine takes 8 DCs (in one), and 9 triggers. This will also work with hyper triggers. However, yours will not, due to the wait. You'd need at least 16 frames to pass between hyper triggers for it to work, but I don't think that's possible under even extremely long hyper triggers.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 24 2009, 10:56 pm The Starport Post #3



Quote from rockz
I'm not familiar with your notation (macrotriggers I assume)...
http://www.youtube.com/watch?v=gi9b3EbDidA


@Wormer: I didn't know the BY in the FOR loop was optional. :P



None.

Aug 24 2009, 11:44 pm Hug A Zergling Post #4



Quote from name:Tuxedo-Templar
Quote from rockz
I'm not familiar with your notation (macrotriggers I assume)...
http://www.youtube.com/watch?v=gi9b3EbDidA


@Wormer: I didn't know the BY in the FOR loop was optional. :P
I clicked the link and heard "Greetings Mortals!". I slapped myself.

But it was a good tutorial.



None.

Aug 25 2009, 12:04 am killer_sss Post #5



Quote from name:Tuxedo-Templar
Quote from rockz
I'm not familiar with your notation (macrotriggers I assume)...
http://www.youtube.com/watch?v=gi9b3EbDidA
wow. lol. nice video



None.

Aug 25 2009, 4:28 am ClansAreForGays Post #6



I always imagined you with a deep voice... (probably all the tiger avatars)

I feel like some just told me santa isn't real.




Aug 25 2009, 7:59 am Wormer Post #7



Quote from name:Tuxedo-Templar
@Wormer: I didn't know the BY in the FOR loop was optional. :P
Quote from Wormer
[06:40 pm] Wormer -- Also, as a hint, the BY thing in loops is optional, default value is 1
Told ya! :bleh:

Quote from ClansAreForGays
I always imagined you with a deep voice... (probably all the tiger avatars)

I feel like some just told me santa isn't real.
Cmon! :interested: Tux is pure SEX :inlove:

Quote from rockz
I'm not familiar with your notation (macrotriggers I assume), but mine takes 8 DCs (in one), and 9 triggers. This will also work with hyper triggers. However, yours will not, due to the wait. You'd need at least 16 frames to pass between hyper triggers for it to work, but I don't think that's possible under even extremely long hyper triggers.
Ugh, but if the goal is let's say to display the text message "Player X has left the game" for the all other players, after player X leaves the game (and don't display it when there was not player X in the game at all!), you need more triggers. I have doubts you can beat mine with your technique :P

I have doubts about hyper triggers, because I remember Falkoner states that one can use up to 1 wait with hyper triggers as far as the latter are at the bottom of the trigger list. :unsure:

One can easily eliminate that wait adding 8 more triggers and a DC, but it won't be that neat then :bleh:

Actually at start I thought mine method will take up 16 triggers overall (instead of 24)... :|

Post has been edited 1 time(s), last time on Aug 25 2009, 8:04 am by Wormer.



Some.

Aug 25 2009, 8:14 am theleo_ua Post #8



Nice idea, but 1 question:

>>SetDeaths(@AllPlayers, @Add, 2^(p-1), dcTest)

Where you define dcTest?

I see only
UNIT dcIamHere = @U("Cave")
UNIT dcMessage = @U("Cave-in")

But no dcTest



Quote
I'm not familiar with your notation (macrotriggers I assume).

I am not familiar with text trigedit:) but this triggers (and macrotriggers) is understandable by intuition imho


Will check it - thanks Tuxlar



None.

Aug 25 2009, 8:20 am Wormer Post #9



Quote from theleo_ua
>>SetDeaths(@AllPlayers, @Add, 2^(p-1), dcTest)

Where you define dcTest?
Ugh! My bad :bash: dcMessage of course! Thanks, leopold.



Some.

Aug 25 2009, 8:38 am Jack Post #10

>be faceless void >mfw I have no face

Why don't you just have a constant DC that gets added and subtracted for current player, then a trigger that if the DC doesn't equal 1 then the player is gone? Whats with all the 2^P?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 25 2009, 9:55 am Heinermann Post #11

SDE, BWAPI owner, hacker.

Triggers don't run if a player has left the game (if the player owns the trigger).
This method is unnecessary.

Additionally, this isn't a macro triggers forum. It's for real triggers.




Aug 25 2009, 10:41 am Wormer Post #12



Quote from Heinermann
Additionally, this isn't a macro triggers forum. It's for real triggers.
You're too strict! :crazy: Alright, now better? >:(


Quote from Heinermann
This method is unnecessary.
Nothing is necessary. Can't you see I'm just suffering rot! :surrender:

Please, consider this thread as a :spam1:



Some.

Aug 25 2009, 11:14 am theleo_ua Post #13



I think this triggers is easy understandable in MT

I compared 2 Views: Text Trigedit view and MT view. For me MT view is easier to understand for example because of less strings to read.



None.

Aug 25 2009, 11:16 am ProtoTank Post #14



Well, you don't really need any dc's at all. When a player leaves, that player's units become inactive. Set up a small portion of the map where the player has an invincible unit always killing something small, like a broodling or something. make a preserved trigger that checks if it has been killed, if it hasn't been killed then the player must not be in game, because the unit right next to that enemy broodling is doing nothing.



I'm only here because they patched SC1 and made it free.

Aug 25 2009, 11:20 am theleo_ua Post #15



Quote from ProtoTank
Well, you don't really need any dc's at all. When a player leaves, that player's units become inactive. Set up a small portion of the map where the player has an invincible unit always killing something small, like a broodling or something. make a preserved trigger that checks if it has been killed, if it hasn't been killed then the player must not be in game, because the unit right next to that enemy broodling is doing nothing.

Easier will be to put 8 invincible units for each player, and then do contition:

player X bring at most 0 units to location "small portion of the map"

But Wormer created a method, that dont need preplaced units



None.

Aug 25 2009, 12:18 pm Wormer Post #16



Quote from ProtoTank
Well, you don't really need any dc's at all. When a player leaves, that player's units become inactive. Set up a small portion of the map where the player has an invincible unit always killing something small, like a broodling or something. make a preserved trigger that checks if it has been killed, if it hasn't been killed then the player must not be in game, because the unit right next to that enemy broodling is doing nothing.
Right, there is even a much simpler solution using technique you provided, which is stated by theleo_ua. I think this is what Heinermann referred to when said this is unnecessary.

Quote from theleo_ua
But Wormer created a method, that dont need preplaced units
Also please stop telling I created a method. This is not truth. I am convinced this was known long ago (rockz posted something similar). The reason I started this topic was a curiosity. I thought, like "It would be funny to try detecting left players, using a phenomena with groups checking in SC. Let me see, what might turn out of this."



Some.

Aug 25 2009, 12:44 pm Heinermann Post #17

SDE, BWAPI owner, hacker.

But I don't understand where this could possibly be used.
Players don't run their triggers if they are no longer in the game.
A trigger for player 2 doesn't run if player 2 isn't in the game.

You don't need any extra triggers or units to detect if a player isn't there.




Aug 25 2009, 1:04 pm Wormer Post #18



Quote from Heinermann
But I don't understand where this could possibly be used.
Players don't run their triggers if they are no longer in the game.
A trigger for player 2 doesn't run if player 2 isn't in the game.

You don't need any extra triggers or units to detect if a player isn't there.
One might want to clean up some of player's death counters or to play a special effect (take an AG for example, the player's Gear might explode) after the player has left the game, or for example take a Humans vs CPU melee-kind of maps. One might want to make the computer talk to humans when someone leaves.



Some.

Aug 25 2009, 4:07 pm Heinermann Post #19

SDE, BWAPI owner, hacker.

Oh I understand what you mean now.




Aug 25 2009, 4:35 pm UnholyUrine Post #20



Oooh, I liked the tutorial.
And to think I've been only using Starforge up till now :\...

Ahh well. I'll try messing around with this macrotrigger thing...
You people make me feel sooo newb :C

Another thing... why d'you need to detect which player left... ?
Can't you just do a preplaced unit, like a building, or an important unit, that cannot be moved, for each player on seperate locations, and when P12 bring that unit to the location that specifically houses that unit for a certain player, you know exactly which person has left... o.O

Also, I'll be busy jacking off to watching Tuxlar's videos :D



None.

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